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@ -67,6 +67,7 @@ impl ViewNode for PrepassNode {
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view: &view_motion_vectors_texture.default_view,
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resolve_target: None,
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ops: Operations {
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// Red and Green channels are X and Y components of the motion vectors
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// Blue channel doesn't matter, but set to 0.0 for possible faster clear
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// https://gpuopen.com/performance/#clears
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load: LoadOp::Clear(Color::rgb_linear(0.0, 0.0, 0.0).into()),
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@ -90,7 +90,7 @@ impl<I: PhaseItem> RenderPhase<I> {
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}
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}
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/// Renders a range of the [`PhaseItem`]s using their corresponding draw functions.
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/// Renders all [`PhaseItem`]s in the provided `range` (based on their index in `self.items`) using their corresponding draw functions.
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pub fn render_range<'w>(
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&self,
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render_pass: &mut TrackedRenderPass<'w>,
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@ -17,7 +17,9 @@ use crate::{
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/// A [`RenderApp`](crate::RenderApp) resource that contains the default "fallback image",
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/// which can be used in situations where an image was not explicitly defined. The most common
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/// use case is [`AsBindGroup`] implementations (such as materials) that support optional textures.
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/// [`FallbackImage`] defaults to a 1x1 fully white texture, making multiplying colors with it a no-op.
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///
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/// Defaults to a 1x1 fully opaque white texture, (1.0, 1.0, 1.0, 1.0) which makes multiplying
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/// it with other colors a no-op.
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#[derive(Resource, Deref)]
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pub struct FallbackImage(GpuImage);
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@ -25,7 +27,7 @@ pub struct FallbackImage(GpuImage);
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/// which can be used in place of [`FallbackImage`], when a fully transparent or black fallback
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/// is required instead of fully opaque white.
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///
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/// Defaults to a 1x1 fully transparent black texture (0.0, 0.0, 0.0, 0.0), which makes adding
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/// Defaults to a 1x1 fully transparent black texture, (0.0, 0.0, 0.0, 0.0) which makes adding
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/// or alpha-blending it to other colors a no-op.
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#[derive(Resource, Deref)]
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pub struct FallbackImageZero(GpuImage);
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